PATCH NOTES v0.1.438
Refined specimens, pickup clarity, and more.
SPECIMENS
- When closing in. Specimens will continually come straight at you instead of sliding aside/around you.
- When climbing in. Smoother transitions for specimens post-climb into interior hunt. Eliminated awkward flashing & mesh vibration.
- Gait. Shamblers and walkers plant a foot on each step. They are not slower overall, just less consistent with their speed than before, to reduce a sliding effect.
PLAYER
- Getting hit. A specimen's swing slows you briefly now. It does not stack, and it's mild. Slides are not affected by this.
- Falls. A fall from height will now do damage and slightly stun, like an enemy hit. It will not kill you.
DOORS
- Big doors. After you travel between areas, big doors cooldown for 15 seconds.
- Overlaps. Fixed a spot on the map where two buy prompts overlapped. Also put in place for the one the player is facing to take priority if this ever occurs again.
HUD & MENUS
- Points. The biohazard mark (Samples icon) has been included into the player HUD.
- Superweapon parts. These now show a Pick Up prompt. Some other interactions remain secret.
- Loadout. On a gamepad, artifact loadout opens on the first equipped slot. Individual equip slots can be cleared now.
ARTIFACTS
- Hartman's Whistle. Still +25% movement speed. It no longer makes orbs last longer.
POWER-UPS
- Orbs. They last 10s now (was 5s) and flash before they vanish.
- Floor drops. They last 20 seconds and start flashing sooner.
WEAPONS
- Ammo crate. A resupply is now 1500 points (was 1000), before any weapon is upgraded.
After a crash, if you'd like to help, open %LOCALAPPDATA% / ZombiesPrototype / Saved / Diagnostics/ and send last-unclean.log if it is there, otherwise last-session.log. Anything else: REPORT BUG.
Stuck, or a round that will not end? Pause → Unstuck Player, or Force Relocate Specimens (once per round). Please report it if you use either.
Thanks for playing, and thank you again all of you who are sending me feedback!!
— Gold Leaf Interactive